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- /**************************************************************************/
- /* game_view_plugin.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "game_view_plugin.h"
- #include "core/config/project_settings.h"
- #include "core/debugger/debugger_marshalls.h"
- #include "core/string/translation_server.h"
- #include "editor/debugger/editor_debugger_node.h"
- #include "editor/debugger/script_editor_debugger.h"
- #include "editor/editor_feature_profile.h"
- #include "editor/editor_interface.h"
- #include "editor/editor_main_screen.h"
- #include "editor/editor_node.h"
- #include "editor/editor_settings.h"
- #include "editor/editor_string_names.h"
- #include "editor/gui/editor_bottom_panel.h"
- #include "editor/gui/editor_run_bar.h"
- #include "editor/plugins/embedded_process.h"
- #include "editor/themes/editor_scale.h"
- #include "editor/window_wrapper.h"
- #include "scene/gui/button.h"
- #include "scene/gui/label.h"
- #include "scene/gui/menu_button.h"
- #include "scene/gui/panel.h"
- #include "scene/gui/separator.h"
- void GameViewDebugger::_session_started(Ref<EditorDebuggerSession> p_session) {
- if (!is_feature_enabled) {
- return;
- }
- Dictionary settings;
- settings["debugger/max_node_selection"] = EDITOR_GET("debugger/max_node_selection");
- settings["editors/panning/2d_editor_panning_scheme"] = EDITOR_GET("editors/panning/2d_editor_panning_scheme");
- settings["editors/panning/simple_panning"] = EDITOR_GET("editors/panning/simple_panning");
- settings["editors/panning/warped_mouse_panning"] = EDITOR_GET("editors/panning/warped_mouse_panning");
- settings["editors/panning/2d_editor_pan_speed"] = EDITOR_GET("editors/panning/2d_editor_pan_speed");
- settings["editors/polygon_editor/point_grab_radius"] = EDITOR_GET("editors/polygon_editor/point_grab_radius");
- settings["canvas_item_editor/pan_view"] = DebuggerMarshalls::serialize_key_shortcut(ED_GET_SHORTCUT("canvas_item_editor/pan_view"));
- settings["box_selection_fill_color"] = EditorNode::get_singleton()->get_editor_theme()->get_color(SNAME("box_selection_fill_color"), EditorStringName(Editor));
- settings["box_selection_stroke_color"] = EditorNode::get_singleton()->get_editor_theme()->get_color(SNAME("box_selection_stroke_color"), EditorStringName(Editor));
- settings["editors/3d/default_fov"] = EDITOR_GET("editors/3d/default_fov");
- settings["editors/3d/default_z_near"] = EDITOR_GET("editors/3d/default_z_near");
- settings["editors/3d/default_z_far"] = EDITOR_GET("editors/3d/default_z_far");
- settings["editors/3d/navigation/invert_x_axis"] = EDITOR_GET("editors/3d/navigation/invert_x_axis");
- settings["editors/3d/navigation/invert_y_axis"] = EDITOR_GET("editors/3d/navigation/invert_y_axis");
- settings["editors/3d/navigation/warped_mouse_panning"] = EDITOR_GET("editors/3d/navigation/warped_mouse_panning");
- settings["editors/3d/freelook/freelook_base_speed"] = EDITOR_GET("editors/3d/freelook/freelook_base_speed");
- settings["editors/3d/freelook/freelook_sensitivity"] = EDITOR_GET("editors/3d/freelook/freelook_sensitivity");
- settings["editors/3d/navigation_feel/orbit_sensitivity"] = EDITOR_GET("editors/3d/navigation_feel/orbit_sensitivity");
- settings["editors/3d/navigation_feel/translation_sensitivity"] = EDITOR_GET("editors/3d/navigation_feel/translation_sensitivity");
- settings["editors/3d/selection_box_color"] = EDITOR_GET("editors/3d/selection_box_color");
- settings["editors/3d/freelook/freelook_base_speed"] = EDITOR_GET("editors/3d/freelook/freelook_base_speed");
- Array setup_data;
- setup_data.append(settings);
- p_session->send_message("scene:runtime_node_select_setup", setup_data);
- Array type;
- type.append(node_type);
- p_session->send_message("scene:runtime_node_select_set_type", type);
- Array visible;
- visible.append(selection_visible);
- p_session->send_message("scene:runtime_node_select_set_visible", visible);
- Array mode;
- mode.append(select_mode);
- p_session->send_message("scene:runtime_node_select_set_mode", mode);
- Array mute_audio_data;
- mute_audio_data.append(mute_audio);
- p_session->send_message("scene:debug_mute_audio", mute_audio_data);
- Dictionary shortcut_settings;
- shortcut_settings["editor/suspend_resume_embedded_project"] = DebuggerMarshalls::serialize_key_shortcut(ED_GET_SHORTCUT("editor/suspend_resume_embedded_project"));
- shortcut_settings["editor/next_frame_embedded_project"] = DebuggerMarshalls::serialize_key_shortcut(ED_GET_SHORTCUT("editor/next_frame_embedded_project"));
- p_session->send_message("scene:setup_embedded_shortcuts", { shortcut_settings });
- emit_signal(SNAME("session_started"));
- }
- void GameViewDebugger::_session_stopped() {
- if (!is_feature_enabled) {
- return;
- }
- emit_signal(SNAME("session_stopped"));
- }
- void GameViewDebugger::set_suspend(bool p_enabled) {
- Array message;
- message.append(p_enabled);
- for (Ref<EditorDebuggerSession> &I : sessions) {
- if (I->is_active()) {
- I->send_message("scene:suspend_changed", message);
- }
- }
- }
- void GameViewDebugger::next_frame() {
- for (Ref<EditorDebuggerSession> &I : sessions) {
- if (I->is_active()) {
- I->send_message("scene:next_frame", Array());
- }
- }
- }
- void GameViewDebugger::set_node_type(int p_type) {
- node_type = p_type;
- Array message;
- message.append(p_type);
- for (Ref<EditorDebuggerSession> &I : sessions) {
- if (I->is_active()) {
- I->send_message("scene:runtime_node_select_set_type", message);
- }
- }
- }
- void GameViewDebugger::set_selection_visible(bool p_visible) {
- selection_visible = p_visible;
- Array message;
- message.append(p_visible);
- for (Ref<EditorDebuggerSession> &I : sessions) {
- if (I->is_active()) {
- I->send_message("scene:runtime_node_select_set_visible", message);
- }
- }
- }
- void GameViewDebugger::set_select_mode(int p_mode) {
- select_mode = p_mode;
- Array message;
- message.append(p_mode);
- for (Ref<EditorDebuggerSession> &I : sessions) {
- if (I->is_active()) {
- I->send_message("scene:runtime_node_select_set_mode", message);
- }
- }
- }
- void GameViewDebugger::set_debug_mute_audio(bool p_enabled) {
- mute_audio = p_enabled;
- EditorDebuggerNode::get_singleton()->set_debug_mute_audio(p_enabled);
- }
- void GameViewDebugger::set_camera_override(bool p_enabled) {
- EditorDebuggerNode::get_singleton()->set_camera_override(p_enabled ? camera_override_mode : EditorDebuggerNode::OVERRIDE_NONE);
- }
- void GameViewDebugger::set_camera_manipulate_mode(EditorDebuggerNode::CameraOverride p_mode) {
- camera_override_mode = p_mode;
- if (EditorDebuggerNode::get_singleton()->get_camera_override() != EditorDebuggerNode::OVERRIDE_NONE) {
- set_camera_override(true);
- }
- }
- void GameViewDebugger::reset_camera_2d_position() {
- for (Ref<EditorDebuggerSession> &I : sessions) {
- if (I->is_active()) {
- I->send_message("scene:runtime_node_select_reset_camera_2d", Array());
- }
- }
- }
- void GameViewDebugger::reset_camera_3d_position() {
- for (Ref<EditorDebuggerSession> &I : sessions) {
- if (I->is_active()) {
- I->send_message("scene:runtime_node_select_reset_camera_3d", Array());
- }
- }
- }
- void GameViewDebugger::setup_session(int p_session_id) {
- Ref<EditorDebuggerSession> session = get_session(p_session_id);
- ERR_FAIL_COND(session.is_null());
- sessions.append(session);
- session->connect("started", callable_mp(this, &GameViewDebugger::_session_started).bind(session));
- session->connect("stopped", callable_mp(this, &GameViewDebugger::_session_stopped));
- }
- void GameViewDebugger::_feature_profile_changed() {
- Ref<EditorFeatureProfile> profile = EditorFeatureProfileManager::get_singleton()->get_current_profile();
- is_feature_enabled = profile.is_null() || !profile->is_feature_disabled(EditorFeatureProfile::FEATURE_GAME);
- }
- void GameViewDebugger::_bind_methods() {
- ADD_SIGNAL(MethodInfo("session_started"));
- ADD_SIGNAL(MethodInfo("session_stopped"));
- }
- GameViewDebugger::GameViewDebugger() {
- EditorFeatureProfileManager::get_singleton()->connect("current_feature_profile_changed", callable_mp(this, &GameViewDebugger::_feature_profile_changed));
- }
- ///////
- void GameView::_sessions_changed() {
- // The debugger session's `session_started/stopped` signal can be unreliable, so count it manually.
- active_sessions = 0;
- Array sessions = debugger->get_sessions();
- for (int i = 0; i < sessions.size(); i++) {
- if (Object::cast_to<EditorDebuggerSession>(sessions[i])->is_active()) {
- active_sessions++;
- }
- }
- _update_debugger_buttons();
- #ifdef MACOS_ENABLED
- if (!embedded_script_debugger || !embedded_script_debugger->is_session_active() || embedded_script_debugger->get_remote_pid() != embedded_process->get_embedded_pid()) {
- _attach_script_debugger();
- }
- #else
- if (embedded_process->is_embedding_completed()) {
- if (!embedded_script_debugger || !embedded_script_debugger->is_session_active() || embedded_script_debugger->get_remote_pid() != embedded_process->get_embedded_pid()) {
- _attach_script_debugger();
- }
- }
- #endif
- }
- void GameView::_instance_starting_static(int p_idx, List<String> &r_arguments) {
- ERR_FAIL_NULL(singleton);
- singleton->_instance_starting(p_idx, r_arguments);
- }
- void GameView::_instance_starting(int p_idx, List<String> &r_arguments) {
- if (!is_feature_enabled) {
- return;
- }
- if (p_idx == 0 && embed_on_play && make_floating_on_play && window_wrapper->is_window_available() && !window_wrapper->get_window_enabled() && _get_embed_available() == EMBED_AVAILABLE) {
- // Set the Floating Window default title. Always considered in DEBUG mode, same as in Window::set_title.
- String appname = GLOBAL_GET("application/config/name");
- appname = vformat("%s (DEBUG)", TranslationServer::get_singleton()->translate(appname));
- window_wrapper->set_window_title(appname);
- _show_update_window_wrapper();
- embedded_process->grab_focus();
- }
- _update_arguments_for_instance(p_idx, r_arguments);
- }
- void GameView::_show_update_window_wrapper() {
- EditorRun::WindowPlacement placement = EditorRun::get_window_placement();
- Point2 position = floating_window_rect.position;
- Size2i size = floating_window_rect.size;
- int screen = floating_window_screen;
- // Obtain the size around the embedded process control. Usually, the difference between the game view's get_size
- // and the embedded control should work. However, when the control is hidden and has never been displayed,
- // the size of the embedded control is not calculated.
- Size2 old_min_size = embedded_process->get_custom_minimum_size();
- embedded_process->set_custom_minimum_size(Size2i());
- Size2 embedded_process_min_size = get_minimum_size();
- Size2 wrapped_margins_size = window_wrapper->get_margins_size();
- Size2 wrapped_min_size = window_wrapper->get_minimum_size();
- Point2 offset_embedded_process = embedded_process->get_global_position() - get_global_position();
- // On the first startup, the global position of the embedded process control is invalid because it was
- // never displayed. We will calculate it manually using the minimum size of the window.
- if (offset_embedded_process == Point2()) {
- offset_embedded_process.y = wrapped_min_size.y;
- }
- offset_embedded_process.x += embedded_process->get_margin_size(SIDE_LEFT);
- offset_embedded_process.y += embedded_process->get_margin_size(SIDE_TOP);
- offset_embedded_process += window_wrapper->get_margins_top_left();
- embedded_process->set_custom_minimum_size(old_min_size);
- Point2 size_diff_embedded_process = Point2(0, embedded_process_min_size.y) + embedded_process->get_margins_size();
- if (placement.position != Point2i(INT_MAX, INT_MAX)) {
- position = placement.position - offset_embedded_process;
- screen = placement.screen;
- }
- if (placement.size != Size2i()) {
- size = placement.size + size_diff_embedded_process + wrapped_margins_size;
- }
- window_wrapper->restore_window_from_saved_position(Rect2(position, size), screen, Rect2i());
- }
- void GameView::_play_pressed() {
- if (!is_feature_enabled) {
- return;
- }
- OS::ProcessID current_process_id = EditorRunBar::get_singleton()->get_current_process();
- if (current_process_id == 0) {
- return;
- }
- if (!window_wrapper->get_window_enabled()) {
- screen_index_before_start = EditorNode::get_singleton()->get_editor_main_screen()->get_selected_index();
- }
- if (embed_on_play && _get_embed_available() == EMBED_AVAILABLE) {
- // It's important to disable the low power mode when unfocused because otherwise
- // the button in the editor are not responsive and if the user moves the mouse quickly,
- // the mouse clicks are not registered.
- EditorNode::get_singleton()->set_unfocused_low_processor_usage_mode_enabled(false);
- _update_embed_window_size();
- if (!window_wrapper->get_window_enabled()) {
- EditorNode::get_singleton()->get_editor_main_screen()->select(EditorMainScreen::EDITOR_GAME);
- // Reset the normal size of the bottom panel when fully expanded.
- EditorNode::get_singleton()->get_bottom_panel()->set_expanded(false);
- embedded_process->grab_focus();
- }
- embedded_process->embed_process(current_process_id);
- _update_ui();
- }
- }
- void GameView::_stop_pressed() {
- if (!is_feature_enabled) {
- return;
- }
- _detach_script_debugger();
- paused = false;
- EditorNode::get_singleton()->set_unfocused_low_processor_usage_mode_enabled(true);
- embedded_process->reset();
- _update_ui();
- if (window_wrapper->get_window_enabled()) {
- window_wrapper->set_window_enabled(false);
- }
- if (screen_index_before_start >= 0 && EditorNode::get_singleton()->get_editor_main_screen()->get_selected_index() == EditorMainScreen::EDITOR_GAME) {
- // We go back to the screen where the user was before starting the game.
- EditorNode::get_singleton()->get_editor_main_screen()->select(screen_index_before_start);
- }
- screen_index_before_start = -1;
- }
- void GameView::_embedding_completed() {
- #ifndef MACOS_ENABLED
- _attach_script_debugger();
- #endif
- _update_ui();
- if (make_floating_on_play) {
- get_window()->set_flag(Window::FLAG_ALWAYS_ON_TOP, bool(GLOBAL_GET("display/window/size/always_on_top")));
- }
- }
- void GameView::_embedding_failed() {
- state_label->set_text(TTR("Connection impossible to the game process."));
- }
- void GameView::_embedded_process_updated() {
- const Rect2i game_rect = embedded_process->get_screen_embedded_window_rect();
- game_size_label->set_text(vformat("%dx%d", game_rect.size.x, game_rect.size.y));
- }
- void GameView::_embedded_process_focused() {
- if (embed_on_play && !window_wrapper->get_window_enabled()) {
- EditorNode::get_singleton()->get_editor_main_screen()->select(EditorMainScreen::EDITOR_GAME);
- }
- }
- void GameView::_editor_or_project_settings_changed() {
- // Update the window size and aspect ratio.
- _update_embed_window_size();
- if (window_wrapper->get_window_enabled()) {
- _show_update_window_wrapper();
- if (embedded_process->is_embedding_completed()) {
- embedded_process->queue_update_embedded_process();
- }
- }
- _update_ui();
- }
- void GameView::_update_debugger_buttons() {
- bool empty = active_sessions == 0;
- suspend_button->set_disabled(empty);
- camera_override_button->set_disabled(empty);
- PopupMenu *menu = camera_override_menu->get_popup();
- bool disable_camera_reset = empty || !camera_override_button->is_pressed() || !menu->is_item_checked(menu->get_item_index(CAMERA_MODE_INGAME));
- menu->set_item_disabled(CAMERA_RESET_2D, disable_camera_reset);
- menu->set_item_disabled(CAMERA_RESET_3D, disable_camera_reset);
- if (empty) {
- suspend_button->set_pressed(false);
- camera_override_button->set_pressed(false);
- }
- next_frame_button->set_disabled(!suspend_button->is_pressed());
- }
- void GameView::_handle_shortcut_requested(int p_embed_action) {
- switch (p_embed_action) {
- case ScriptEditorDebugger::EMBED_SUSPEND_TOGGLE: {
- _toggle_suspend_button();
- } break;
- case ScriptEditorDebugger::EMBED_NEXT_FRAME: {
- debugger->next_frame();
- } break;
- }
- }
- void GameView::_toggle_suspend_button() {
- const bool new_pressed = !suspend_button->is_pressed();
- suspend_button->set_pressed(new_pressed);
- _suspend_button_toggled(new_pressed);
- }
- void GameView::_suspend_button_toggled(bool p_pressed) {
- _update_debugger_buttons();
- debugger->set_suspend(p_pressed);
- }
- void GameView::_node_type_pressed(int p_option) {
- RuntimeNodeSelect::NodeType type = (RuntimeNodeSelect::NodeType)p_option;
- for (int i = 0; i < RuntimeNodeSelect::NODE_TYPE_MAX; i++) {
- node_type_button[i]->set_pressed_no_signal(i == type);
- }
- _update_debugger_buttons();
- debugger->set_node_type(type);
- }
- void GameView::_select_mode_pressed(int p_option) {
- RuntimeNodeSelect::SelectMode mode = (RuntimeNodeSelect::SelectMode)p_option;
- if (!select_mode_button[mode]->is_visible()) {
- return;
- }
- for (int i = 0; i < RuntimeNodeSelect::SELECT_MODE_MAX; i++) {
- select_mode_button[i]->set_pressed_no_signal(i == mode);
- }
- debugger->set_select_mode(mode);
- EditorSettings::get_singleton()->set_project_metadata("game_view", "select_mode", mode);
- }
- void GameView::_embed_options_menu_menu_id_pressed(int p_id) {
- switch (p_id) {
- case EMBED_RUN_GAME_EMBEDDED: {
- embed_on_play = !embed_on_play;
- int game_mode = EDITOR_GET("run/window_placement/game_embed_mode");
- if (game_mode == 0) { // Save only if not overridden by editor.
- EditorSettings::get_singleton()->set_project_metadata("game_view", "embed_on_play", embed_on_play);
- }
- } break;
- case EMBED_MAKE_FLOATING_ON_PLAY: {
- make_floating_on_play = !make_floating_on_play;
- int game_mode = EDITOR_GET("run/window_placement/game_embed_mode");
- if (game_mode == 0) { // Save only if not overridden by editor.
- EditorSettings::get_singleton()->set_project_metadata("game_view", "make_floating_on_play", make_floating_on_play);
- }
- } break;
- }
- _update_embed_menu_options();
- _update_ui();
- }
- void GameView::_size_mode_button_pressed(int size_mode) {
- embed_size_mode = (EmbedSizeMode)size_mode;
- EditorSettings::get_singleton()->set_project_metadata("game_view", "embed_size_mode", size_mode);
- _update_embed_menu_options();
- _update_embed_window_size();
- }
- GameView::EmbedAvailability GameView::_get_embed_available() {
- if (!DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_WINDOW_EMBEDDING)) {
- return EMBED_NOT_AVAILABLE_FEATURE_NOT_SUPPORTED;
- }
- if (get_tree()->get_root()->is_embedding_subwindows()) {
- return EMBED_NOT_AVAILABLE_SINGLE_WINDOW_MODE;
- }
- String display_driver = GLOBAL_GET("display/display_server/driver");
- if (display_driver == "headless" || display_driver == "wayland") {
- return EMBED_NOT_AVAILABLE_PROJECT_DISPLAY_DRIVER;
- }
- EditorRun::WindowPlacement placement = EditorRun::get_window_placement();
- if (placement.force_fullscreen) {
- return EMBED_NOT_AVAILABLE_FULLSCREEN;
- }
- if (placement.force_maximized) {
- return EMBED_NOT_AVAILABLE_MAXIMIZED;
- }
- DisplayServer::WindowMode window_mode = (DisplayServer::WindowMode)(GLOBAL_GET("display/window/size/mode").operator int());
- if (window_mode == DisplayServer::WindowMode::WINDOW_MODE_MINIMIZED) {
- return EMBED_NOT_AVAILABLE_MINIMIZED;
- }
- if (window_mode == DisplayServer::WindowMode::WINDOW_MODE_MAXIMIZED) {
- return EMBED_NOT_AVAILABLE_MAXIMIZED;
- }
- if (window_mode == DisplayServer::WindowMode::WINDOW_MODE_FULLSCREEN || window_mode == DisplayServer::WindowMode::WINDOW_MODE_EXCLUSIVE_FULLSCREEN) {
- return EMBED_NOT_AVAILABLE_FULLSCREEN;
- }
- return EMBED_AVAILABLE;
- }
- void GameView::_update_ui() {
- bool show_game_size = false;
- EmbedAvailability available = _get_embed_available();
- switch (available) {
- case EMBED_AVAILABLE:
- if (embedded_process->is_embedding_completed()) {
- state_label->set_text("");
- show_game_size = true;
- } else if (embedded_process->is_embedding_in_progress()) {
- state_label->set_text(TTR("Game starting..."));
- } else if (EditorRunBar::get_singleton()->is_playing()) {
- state_label->set_text(TTR("Game running not embedded."));
- } else if (embed_on_play) {
- state_label->set_text(TTR("Press play to start the game."));
- } else {
- state_label->set_text(TTR("Embedding is disabled."));
- }
- break;
- case EMBED_NOT_AVAILABLE_FEATURE_NOT_SUPPORTED:
- if (DisplayServer::get_singleton()->get_name() == "Wayland") {
- state_label->set_text(TTR("Game embedding not available on Wayland.\nWayland can be disabled in the Editor Settings (Run > Platforms > Linux/*BSD > Prefer Wayland)."));
- } else {
- state_label->set_text(TTR("Game embedding not available on your OS."));
- }
- break;
- case EMBED_NOT_AVAILABLE_PROJECT_DISPLAY_DRIVER:
- state_label->set_text(vformat(TTR("Game embedding not available for the Display Server: '%s'.\nDisplay Server can be modified in the Project Settings (Display > Display Server > Driver)."), GLOBAL_GET("display/display_server/driver")));
- break;
- case EMBED_NOT_AVAILABLE_MINIMIZED:
- state_label->set_text(TTR("Game embedding not available when the game starts minimized.") + "\n" + TTR("Consider overriding the window mode project setting with the editor feature tag to Windowed to use game embedding while leaving the exported project intact."));
- break;
- case EMBED_NOT_AVAILABLE_MAXIMIZED:
- state_label->set_text(TTR("Game embedding not available when the game starts maximized.") + "\n" + TTR("Consider overriding the window mode project setting with the editor feature tag to Windowed to use game embedding while leaving the exported project intact."));
- break;
- case EMBED_NOT_AVAILABLE_FULLSCREEN:
- state_label->set_text(TTR("Game embedding not available when the game starts in fullscreen.") + "\n" + TTR("Consider overriding the window mode project setting with the editor feature tag to Windowed to use game embedding while leaving the exported project intact."));
- break;
- case EMBED_NOT_AVAILABLE_SINGLE_WINDOW_MODE:
- state_label->set_text(TTR("Game embedding not available in single window mode."));
- break;
- }
- if (available == EMBED_AVAILABLE) {
- if (state_label->has_theme_color_override(SceneStringName(font_color))) {
- state_label->remove_theme_color_override(SceneStringName(font_color));
- }
- } else {
- state_label->add_theme_color_override(SceneStringName(font_color), state_label->get_theme_color(SNAME("warning_color"), EditorStringName(Editor)));
- }
- game_size_label->set_visible(show_game_size);
- }
- void GameView::_update_embed_menu_options() {
- bool is_multi_window = window_wrapper->is_window_available();
- PopupMenu *menu = embed_options_menu->get_popup();
- menu->set_item_checked(menu->get_item_index(EMBED_RUN_GAME_EMBEDDED), embed_on_play);
- menu->set_item_checked(menu->get_item_index(EMBED_MAKE_FLOATING_ON_PLAY), make_floating_on_play && is_multi_window);
- menu->set_item_disabled(menu->get_item_index(EMBED_MAKE_FLOATING_ON_PLAY), !embed_on_play || !is_multi_window);
- fixed_size_button->set_pressed(embed_size_mode == SIZE_MODE_FIXED);
- keep_aspect_button->set_pressed(embed_size_mode == SIZE_MODE_KEEP_ASPECT);
- stretch_button->set_pressed(embed_size_mode == SIZE_MODE_STRETCH);
- }
- void GameView::_update_embed_window_size() {
- if (paused) {
- // When paused, Godot does not re-render. As a result, resizing the game window to a larger size
- // causes artifacts and flickering. However, resizing to a smaller size seems fine.
- // To prevent artifacts and flickering, we will force the game window to maintain its size.
- // Using the same technique as SIZE_MODE_FIXED, the embedded process control will
- // prevent resizing the game to a larger size while maintaining the aspect ratio.
- embedded_process->set_window_size(size_paused);
- embedded_process->set_keep_aspect(false);
- } else {
- if (embed_size_mode == SIZE_MODE_FIXED || embed_size_mode == SIZE_MODE_KEEP_ASPECT) {
- // The embedded process control will need the desired window size.
- EditorRun::WindowPlacement placement = EditorRun::get_window_placement();
- embedded_process->set_window_size(placement.size);
- } else {
- // Stretch... No need for the window size.
- embedded_process->set_window_size(Size2i());
- }
- embedded_process->set_keep_aspect(embed_size_mode == SIZE_MODE_KEEP_ASPECT);
- }
- }
- void GameView::_hide_selection_toggled(bool p_pressed) {
- hide_selection->set_button_icon(get_editor_theme_icon(p_pressed ? SNAME("GuiVisibilityHidden") : SNAME("GuiVisibilityVisible")));
- debugger->set_selection_visible(!p_pressed);
- EditorSettings::get_singleton()->set_project_metadata("game_view", "hide_selection", p_pressed);
- }
- void GameView::_debug_mute_audio_button_pressed() {
- debug_mute_audio = !debug_mute_audio;
- debug_mute_audio_button->set_button_icon(get_editor_theme_icon(debug_mute_audio ? SNAME("AudioMute") : SNAME("AudioStreamPlayer")));
- debug_mute_audio_button->set_tooltip_text(debug_mute_audio ? TTRC("Unmute game audio.") : TTRC("Mute game audio."));
- debugger->set_debug_mute_audio(debug_mute_audio);
- }
- void GameView::_camera_override_button_toggled(bool p_pressed) {
- _update_debugger_buttons();
- debugger->set_camera_override(p_pressed);
- }
- void GameView::_camera_override_menu_id_pressed(int p_id) {
- PopupMenu *menu = camera_override_menu->get_popup();
- if (p_id != CAMERA_RESET_2D && p_id != CAMERA_RESET_3D) {
- for (int i = 0; i < menu->get_item_count(); i++) {
- menu->set_item_checked(i, false);
- }
- }
- switch (p_id) {
- case CAMERA_RESET_2D: {
- debugger->reset_camera_2d_position();
- } break;
- case CAMERA_RESET_3D: {
- debugger->reset_camera_3d_position();
- } break;
- case CAMERA_MODE_INGAME: {
- debugger->set_camera_manipulate_mode(EditorDebuggerNode::OVERRIDE_INGAME);
- menu->set_item_checked(menu->get_item_index(p_id), true);
- _update_debugger_buttons();
- EditorSettings::get_singleton()->set_project_metadata("game_view", "camera_override_mode", p_id);
- } break;
- case CAMERA_MODE_EDITORS: {
- debugger->set_camera_manipulate_mode(EditorDebuggerNode::OVERRIDE_EDITORS);
- menu->set_item_checked(menu->get_item_index(p_id), true);
- _update_debugger_buttons();
- EditorSettings::get_singleton()->set_project_metadata("game_view", "camera_override_mode", p_id);
- } break;
- }
- }
- void GameView::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_THEME_CHANGED: {
- suspend_button->set_button_icon(get_editor_theme_icon(SNAME("Pause")));
- next_frame_button->set_button_icon(get_editor_theme_icon(SNAME("NextFrame")));
- node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_button_icon(get_editor_theme_icon(SNAME("InputEventJoypadMotion")));
- node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_button_icon(get_editor_theme_icon(SNAME("2DNodes")));
- node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_button_icon(get_editor_theme_icon(SNAME("Node3D")));
- select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_button_icon(get_editor_theme_icon(SNAME("ToolSelect")));
- select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_button_icon(get_editor_theme_icon(SNAME("ListSelect")));
- hide_selection->set_button_icon(get_editor_theme_icon(hide_selection->is_pressed() ? SNAME("GuiVisibilityHidden") : SNAME("GuiVisibilityVisible")));
- fixed_size_button->set_button_icon(get_editor_theme_icon(SNAME("FixedSize")));
- keep_aspect_button->set_button_icon(get_editor_theme_icon(SNAME("KeepAspect")));
- stretch_button->set_button_icon(get_editor_theme_icon(SNAME("Stretch")));
- embed_options_menu->set_button_icon(get_editor_theme_icon(SNAME("GuiTabMenuHl")));
- debug_mute_audio_button->set_button_icon(get_editor_theme_icon(debug_mute_audio ? SNAME("AudioMute") : SNAME("AudioStreamPlayer")));
- camera_override_button->set_button_icon(get_editor_theme_icon(SNAME("Camera")));
- camera_override_menu->set_button_icon(get_editor_theme_icon(SNAME("GuiTabMenuHl")));
- } break;
- case NOTIFICATION_READY: {
- if (DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_WINDOW_EMBEDDING)) {
- // Embedding available.
- int game_mode = EDITOR_GET("run/window_placement/game_embed_mode");
- switch (game_mode) {
- case -1: { // Disabled.
- embed_on_play = false;
- make_floating_on_play = false;
- } break;
- case 1: { // Embed.
- embed_on_play = true;
- make_floating_on_play = false;
- } break;
- case 2: { // Floating.
- embed_on_play = true;
- make_floating_on_play = true;
- } break;
- default: {
- embed_on_play = EditorSettings::get_singleton()->get_project_metadata("game_view", "embed_on_play", true);
- make_floating_on_play = EditorSettings::get_singleton()->get_project_metadata("game_view", "make_floating_on_play", true);
- } break;
- }
- embed_size_mode = (EmbedSizeMode)(int)EditorSettings::get_singleton()->get_project_metadata("game_view", "embed_size_mode", SIZE_MODE_FIXED);
- keep_aspect_button->set_pressed(EditorSettings::get_singleton()->get_project_metadata("game_view", "keep_aspect", true));
- _update_embed_menu_options();
- EditorRunBar::get_singleton()->connect("play_pressed", callable_mp(this, &GameView::_play_pressed));
- EditorRunBar::get_singleton()->connect("stop_pressed", callable_mp(this, &GameView::_stop_pressed));
- EditorRun::instance_starting_callback = _instance_starting_static;
- // Listen for project settings changes to update the window size and aspect ratio.
- ProjectSettings::get_singleton()->connect("settings_changed", callable_mp(this, &GameView::_editor_or_project_settings_changed));
- EditorSettings::get_singleton()->connect("settings_changed", callable_mp(this, &GameView::_editor_or_project_settings_changed));
- } else {
- // Embedding not available.
- embedding_separator->hide();
- embed_options_menu->hide();
- fixed_size_button->hide();
- keep_aspect_button->hide();
- stretch_button->hide();
- }
- _update_ui();
- } break;
- case NOTIFICATION_WM_POSITION_CHANGED: {
- if (window_wrapper->get_window_enabled()) {
- _update_floating_window_settings();
- }
- } break;
- }
- }
- void GameView::set_window_layout(Ref<ConfigFile> p_layout) {
- floating_window_rect = p_layout->get_value("GameView", "floating_window_rect", Rect2i());
- floating_window_screen = p_layout->get_value("GameView", "floating_window_screen", -1);
- }
- void GameView::get_window_layout(Ref<ConfigFile> p_layout) {
- if (window_wrapper->get_window_enabled()) {
- _update_floating_window_settings();
- }
- p_layout->set_value("GameView", "floating_window_rect", floating_window_rect);
- p_layout->set_value("GameView", "floating_window_screen", floating_window_screen);
- }
- void GameView::_update_floating_window_settings() {
- if (window_wrapper->get_window_enabled()) {
- floating_window_rect = window_wrapper->get_window_rect();
- floating_window_screen = window_wrapper->get_window_screen();
- }
- }
- void GameView::_attach_script_debugger() {
- if (embedded_script_debugger) {
- _detach_script_debugger();
- }
- embedded_script_debugger = nullptr;
- int i = 0;
- while (ScriptEditorDebugger *script_debugger = EditorDebuggerNode::get_singleton()->get_debugger(i)) {
- if (script_debugger->is_session_active() && script_debugger->get_remote_pid() == embedded_process->get_embedded_pid()) {
- embedded_script_debugger = script_debugger;
- break;
- }
- i++;
- }
- #ifdef MACOS_ENABLED
- embedded_process->set_script_debugger(embedded_script_debugger);
- #endif
- if (embedded_script_debugger) {
- embedded_script_debugger->connect("remote_window_title_changed", callable_mp(this, &GameView::_remote_window_title_changed));
- embedded_script_debugger->connect("embed_shortcut_requested", callable_mp(this, &GameView::_handle_shortcut_requested));
- }
- }
- void GameView::_detach_script_debugger() {
- if (embedded_script_debugger) {
- embedded_script_debugger->disconnect("remote_window_title_changed", callable_mp(this, &GameView::_remote_window_title_changed));
- embedded_script_debugger->disconnect("embed_shortcut_requested", callable_mp(this, &GameView::_handle_shortcut_requested));
- embedded_script_debugger = nullptr;
- }
- }
- void GameView::_remote_window_title_changed(String title) {
- window_wrapper->set_window_title(title);
- }
- void GameView::_update_arguments_for_instance(int p_idx, List<String> &r_arguments) {
- if (p_idx != 0 || !embed_on_play || _get_embed_available() != EMBED_AVAILABLE) {
- return;
- }
- // Remove duplicates/unwanted parameters.
- List<String>::Element *E = r_arguments.front();
- List<String>::Element *user_args_element = nullptr;
- HashSet<String> remove_args({ "--position", "--resolution", "--screen" });
- #ifdef MACOS_ENABLED
- // macOS requires the embedded display driver.
- remove_args.insert("--display-driver");
- #endif
- while (E) {
- List<String>::Element *N = E->next();
- // For these parameters, we need to also remove the value.
- if (remove_args.has(E->get())) {
- r_arguments.erase(E);
- if (N) {
- List<String>::Element *V = N->next();
- r_arguments.erase(N);
- N = V;
- }
- } else if (E->get() == "-f" || E->get() == "--fullscreen" || E->get() == "-m" || E->get() == "--maximized" || E->get() == "-t" || E->get() == "-always-on-top") {
- r_arguments.erase(E);
- } else if (E->get() == "--" || E->get() == "++") {
- user_args_element = E;
- break;
- }
- E = N;
- }
- // Add the editor window's native ID so the started game can directly set it as its parent.
- List<String>::Element *N = r_arguments.insert_before(user_args_element, "--wid");
- N = r_arguments.insert_after(N, itos(DisplayServer::get_singleton()->window_get_native_handle(DisplayServer::WINDOW_HANDLE, get_window()->get_window_id())));
- #if MACOS_ENABLED
- N = r_arguments.insert_after(N, "--embedded");
- #endif
- // Be sure to have the correct window size in the embedded_process control.
- _update_embed_window_size();
- Rect2i rect = embedded_process->get_screen_embedded_window_rect();
- // Usually, the global rect of the embedded process control is invalid because it was hidden. We will calculate it manually.
- if (!window_wrapper->get_window_enabled()) {
- Size2 old_min_size = embedded_process->get_custom_minimum_size();
- embedded_process->set_custom_minimum_size(Size2i());
- Control *container = EditorNode::get_singleton()->get_editor_main_screen()->get_control();
- rect = container->get_global_rect();
- Size2 wrapped_min_size = window_wrapper->get_minimum_size();
- rect.position.y += wrapped_min_size.y;
- rect.size.y -= wrapped_min_size.y;
- rect = embedded_process->get_adjusted_embedded_window_rect(rect);
- embedded_process->set_custom_minimum_size(old_min_size);
- }
- // When using the floating window, we need to force the position and size from the
- // editor/project settings, because the get_screen_embedded_window_rect of the
- // embedded_process will be updated only on the next frame.
- if (window_wrapper->get_window_enabled()) {
- EditorRun::WindowPlacement placement = EditorRun::get_window_placement();
- if (placement.position != Point2i(INT_MAX, INT_MAX)) {
- rect.position = placement.position;
- }
- if (placement.size != Size2i()) {
- rect.size = placement.size;
- }
- }
- N = r_arguments.insert_after(N, "--position");
- N = r_arguments.insert_after(N, itos(rect.position.x) + "," + itos(rect.position.y));
- N = r_arguments.insert_after(N, "--resolution");
- r_arguments.insert_after(N, itos(rect.size.x) + "x" + itos(rect.size.y));
- }
- void GameView::_window_close_request() {
- // Before the parent window closed, we close the embedded game. That prevents
- // the embedded game to be seen without a parent window for a fraction of second.
- if (EditorRunBar::get_singleton()->is_playing() && (embedded_process->is_embedding_completed() || embedded_process->is_embedding_in_progress())) {
- // When the embedding is not complete, we need to kill the process.
- // If the game is paused, the close request will not be processed by the game, so it's better to kill the process.
- if (paused || embedded_process->is_embedding_in_progress()) {
- embedded_process->reset();
- // Call deferred to prevent the _stop_pressed callback to be executed before the wrapper window
- // actually closes.
- callable_mp(EditorRunBar::get_singleton(), &EditorRunBar::stop_playing).call_deferred();
- } else {
- // Try to gracefully close the window. That way, the NOTIFICATION_WM_CLOSE_REQUEST
- // notification should be propagated in the game process.
- embedded_process->request_close();
- }
- }
- }
- void GameView::_debugger_breaked(bool p_breaked, bool p_can_debug) {
- if (p_breaked == paused) {
- return;
- }
- paused = p_breaked;
- if (paused) {
- size_paused = embedded_process->get_screen_embedded_window_rect().size;
- }
- _update_embed_window_size();
- }
- void GameView::_feature_profile_changed() {
- Ref<EditorFeatureProfile> profile = EditorFeatureProfileManager::get_singleton()->get_current_profile();
- bool is_profile_null = profile.is_null();
- is_feature_enabled = is_profile_null || !profile->is_feature_disabled(EditorFeatureProfile::FEATURE_GAME);
- bool is_3d_enabled = is_profile_null || !profile->is_feature_disabled(EditorFeatureProfile::FEATURE_3D);
- if (!is_3d_enabled && node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->is_pressed()) {
- _node_type_pressed(RuntimeNodeSelect::NODE_TYPE_NONE);
- }
- node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_visible(is_3d_enabled);
- }
- GameView::GameView(Ref<GameViewDebugger> p_debugger, EmbeddedProcessBase *p_embedded_process, WindowWrapper *p_wrapper) {
- singleton = this;
- debugger = p_debugger;
- window_wrapper = p_wrapper;
- embedded_process = p_embedded_process;
- // Add some margin to the sides for better aesthetics.
- // This prevents the first button's hover/pressed effect from "touching" the panel's border,
- // which looks ugly.
- MarginContainer *toolbar_margin = memnew(MarginContainer);
- toolbar_margin->add_theme_constant_override("margin_left", 4 * EDSCALE);
- toolbar_margin->add_theme_constant_override("margin_right", 4 * EDSCALE);
- add_child(toolbar_margin);
- HBoxContainer *main_menu_hbox = memnew(HBoxContainer);
- toolbar_margin->add_child(main_menu_hbox);
- suspend_button = memnew(Button);
- main_menu_hbox->add_child(suspend_button);
- suspend_button->set_toggle_mode(true);
- suspend_button->set_theme_type_variation(SceneStringName(FlatButton));
- suspend_button->connect(SceneStringName(toggled), callable_mp(this, &GameView::_suspend_button_toggled));
- suspend_button->set_tooltip_text(TTR("Suspend"));
- suspend_button->set_accessibility_name(TTRC("Suspend"));
- ED_SHORTCUT("editor/suspend_resume_embedded_project", TTRC("Suspend/Resume Embedded Project"), Key::F9);
- ED_SHORTCUT_OVERRIDE("editor/suspend_resume_embedded_project", "macos", KeyModifierMask::META | KeyModifierMask::SHIFT | Key::B);
- suspend_button->set_shortcut(ED_GET_SHORTCUT("editor/suspend_resume_embedded_project"));
- next_frame_button = memnew(Button);
- main_menu_hbox->add_child(next_frame_button);
- next_frame_button->set_theme_type_variation(SceneStringName(FlatButton));
- next_frame_button->connect(SceneStringName(pressed), callable_mp(*debugger, &GameViewDebugger::next_frame));
- next_frame_button->set_tooltip_text(TTR("Next Frame"));
- next_frame_button->set_accessibility_name(TTRC("Next Frame"));
- next_frame_button->set_shortcut(ED_SHORTCUT("editor/next_frame_embedded_project", TTRC("Next Frame"), Key::F10));
- main_menu_hbox->add_child(memnew(VSeparator));
- node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE] = memnew(Button);
- main_menu_hbox->add_child(node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]);
- node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_text(TTR("Input"));
- node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_toggle_mode(true);
- node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_pressed(true);
- node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_theme_type_variation(SceneStringName(FlatButton));
- node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_node_type_pressed).bind(RuntimeNodeSelect::NODE_TYPE_NONE));
- node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_tooltip_text(TTR("Allow game input."));
- node_type_button[RuntimeNodeSelect::NODE_TYPE_2D] = memnew(Button);
- main_menu_hbox->add_child(node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]);
- node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_text(TTR("2D"));
- node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_toggle_mode(true);
- node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_theme_type_variation(SceneStringName(FlatButton));
- node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_node_type_pressed).bind(RuntimeNodeSelect::NODE_TYPE_2D));
- node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_tooltip_text(TTR("Disable game input and allow to select Node2Ds, Controls, and manipulate the 2D camera."));
- node_type_button[RuntimeNodeSelect::NODE_TYPE_3D] = memnew(Button);
- main_menu_hbox->add_child(node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]);
- node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_text(TTR("3D"));
- node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_toggle_mode(true);
- node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_theme_type_variation(SceneStringName(FlatButton));
- node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_node_type_pressed).bind(RuntimeNodeSelect::NODE_TYPE_3D));
- node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_tooltip_text(TTR("Disable game input and allow to select Node3Ds and manipulate the 3D camera."));
- main_menu_hbox->add_child(memnew(VSeparator));
- hide_selection = memnew(Button);
- main_menu_hbox->add_child(hide_selection);
- hide_selection->set_toggle_mode(true);
- hide_selection->set_theme_type_variation(SceneStringName(FlatButton));
- hide_selection->connect(SceneStringName(toggled), callable_mp(this, &GameView::_hide_selection_toggled));
- hide_selection->set_tooltip_text(TTR("Toggle Selection Visibility"));
- hide_selection->set_accessibility_name(TTRC("Selection Visibility"));
- hide_selection->set_pressed(EditorSettings::get_singleton()->get_project_metadata("game_view", "hide_selection", false));
- main_menu_hbox->add_child(memnew(VSeparator));
- select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE] = memnew(Button);
- main_menu_hbox->add_child(select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]);
- select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_toggle_mode(true);
- select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_pressed(true);
- select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_theme_type_variation(SceneStringName(FlatButton));
- select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_select_mode_pressed).bind(RuntimeNodeSelect::SELECT_MODE_SINGLE));
- select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_shortcut(ED_SHORTCUT("spatial_editor/tool_select", TTRC("Select Mode"), Key::Q));
- select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_shortcut_context(this);
- select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_tooltip_text(keycode_get_string((Key)KeyModifierMask::CMD_OR_CTRL) + TTR("Alt+RMB: Show list of all nodes at position clicked."));
- select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST] = memnew(Button);
- main_menu_hbox->add_child(select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]);
- select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_toggle_mode(true);
- select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_theme_type_variation(SceneStringName(FlatButton));
- select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_select_mode_pressed).bind(RuntimeNodeSelect::SELECT_MODE_LIST));
- select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_tooltip_text(TTR("Show list of selectable nodes at position clicked."));
- _select_mode_pressed(EditorSettings::get_singleton()->get_project_metadata("game_view", "select_mode", 0));
- main_menu_hbox->add_child(memnew(VSeparator));
- debug_mute_audio_button = memnew(Button);
- main_menu_hbox->add_child(debug_mute_audio_button);
- debug_mute_audio_button->set_theme_type_variation("FlatButton");
- debug_mute_audio_button->connect(SceneStringName(pressed), callable_mp(this, &GameView::_debug_mute_audio_button_pressed));
- debug_mute_audio_button->set_tooltip_text(debug_mute_audio ? TTRC("Unmute game audio.") : TTRC("Mute game audio."));
- main_menu_hbox->add_child(memnew(VSeparator));
- camera_override_button = memnew(Button);
- main_menu_hbox->add_child(camera_override_button);
- camera_override_button->set_toggle_mode(true);
- camera_override_button->set_theme_type_variation(SceneStringName(FlatButton));
- camera_override_button->set_tooltip_text(TTR("Override the in-game camera."));
- camera_override_button->set_accessibility_name(TTRC("Override In-game Camera"));
- camera_override_button->connect(SceneStringName(toggled), callable_mp(this, &GameView::_camera_override_button_toggled));
- camera_override_menu = memnew(MenuButton);
- main_menu_hbox->add_child(camera_override_menu);
- camera_override_menu->set_flat(false);
- camera_override_menu->set_theme_type_variation("FlatMenuButton");
- camera_override_menu->set_h_size_flags(SIZE_SHRINK_END);
- camera_override_menu->set_tooltip_text(TTR("Camera Override Options"));
- camera_override_menu->set_accessibility_name(TTRC("Camera Override Options"));
- PopupMenu *menu = camera_override_menu->get_popup();
- menu->connect(SceneStringName(id_pressed), callable_mp(this, &GameView::_camera_override_menu_id_pressed));
- menu->add_item(TTR("Reset 2D Camera"), CAMERA_RESET_2D);
- menu->add_item(TTR("Reset 3D Camera"), CAMERA_RESET_3D);
- menu->add_separator();
- menu->add_radio_check_item(TTR("Manipulate In-Game"), CAMERA_MODE_INGAME);
- menu->set_item_checked(menu->get_item_index(CAMERA_MODE_INGAME), true);
- menu->add_radio_check_item(TTR("Manipulate From Editors"), CAMERA_MODE_EDITORS);
- _camera_override_menu_id_pressed(EditorSettings::get_singleton()->get_project_metadata("game_view", "camera_override_mode", 0));
- embedding_separator = memnew(VSeparator);
- main_menu_hbox->add_child(embedding_separator);
- fixed_size_button = memnew(Button);
- main_menu_hbox->add_child(fixed_size_button);
- fixed_size_button->set_toggle_mode(true);
- fixed_size_button->set_theme_type_variation("FlatButton");
- fixed_size_button->set_tooltip_text(TTR("Embedded game size is based on project settings.\nThe 'Keep Aspect' mode is used when the Game Workspace is smaller than the desired size."));
- fixed_size_button->set_accessibility_name(TTRC("Fixed Size"));
- fixed_size_button->connect(SceneStringName(pressed), callable_mp(this, &GameView::_size_mode_button_pressed).bind(SIZE_MODE_FIXED));
- keep_aspect_button = memnew(Button);
- main_menu_hbox->add_child(keep_aspect_button);
- keep_aspect_button->set_toggle_mode(true);
- keep_aspect_button->set_theme_type_variation("FlatButton");
- keep_aspect_button->set_tooltip_text(TTR("Keep the aspect ratio of the embedded game."));
- keep_aspect_button->set_accessibility_name(TTRC("Keep Aspect Ratio"));
- keep_aspect_button->connect(SceneStringName(pressed), callable_mp(this, &GameView::_size_mode_button_pressed).bind(SIZE_MODE_KEEP_ASPECT));
- stretch_button = memnew(Button);
- main_menu_hbox->add_child(stretch_button);
- stretch_button->set_toggle_mode(true);
- stretch_button->set_theme_type_variation("FlatButton");
- stretch_button->set_tooltip_text(TTR("Embedded game size stretches to fit the Game Workspace."));
- stretch_button->set_accessibility_name(TTRC("Stretch"));
- stretch_button->connect(SceneStringName(pressed), callable_mp(this, &GameView::_size_mode_button_pressed).bind(SIZE_MODE_STRETCH));
- embed_options_menu = memnew(MenuButton);
- main_menu_hbox->add_child(embed_options_menu);
- embed_options_menu->set_flat(false);
- embed_options_menu->set_theme_type_variation("FlatMenuButton");
- embed_options_menu->set_h_size_flags(SIZE_SHRINK_END);
- embed_options_menu->set_tooltip_text(TTR("Embedding Options"));
- embed_options_menu->set_accessibility_name(TTRC("Embedding Options"));
- menu = embed_options_menu->get_popup();
- menu->connect(SceneStringName(id_pressed), callable_mp(this, &GameView::_embed_options_menu_menu_id_pressed));
- menu->add_check_item(TTR("Embed Game on Next Play"), EMBED_RUN_GAME_EMBEDDED);
- menu->add_check_item(TTR("Make Game Workspace Floating on Next Play"), EMBED_MAKE_FLOATING_ON_PLAY);
- main_menu_hbox->add_spacer();
- game_size_label = memnew(Label());
- main_menu_hbox->add_child(game_size_label);
- game_size_label->hide();
- // Setting the minimum size prevents the game workspace from resizing indefinitely
- // due to the label size oscillating by a few pixels when the game is in stretch mode
- // and the game workspace is at its minimum size.
- game_size_label->set_custom_minimum_size(Size2(80 * EDSCALE, 0));
- game_size_label->set_horizontal_alignment(HorizontalAlignment::HORIZONTAL_ALIGNMENT_RIGHT);
- panel = memnew(Panel);
- add_child(panel);
- panel->set_theme_type_variation("GamePanel");
- panel->set_v_size_flags(SIZE_EXPAND_FILL);
- panel->add_child(embedded_process);
- embedded_process->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
- embedded_process->connect("embedding_failed", callable_mp(this, &GameView::_embedding_failed));
- embedded_process->connect("embedding_completed", callable_mp(this, &GameView::_embedding_completed));
- embedded_process->connect("embedded_process_updated", callable_mp(this, &GameView::_embedded_process_updated));
- embedded_process->connect("embedded_process_focused", callable_mp(this, &GameView::_embedded_process_focused));
- embedded_process->set_custom_minimum_size(Size2i(100, 100));
- MarginContainer *state_container = memnew(MarginContainer);
- state_container->add_theme_constant_override("margin_left", 8 * EDSCALE);
- state_container->add_theme_constant_override("margin_right", 8 * EDSCALE);
- state_container->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
- #ifdef MACOS_ENABLED
- state_container->set_mouse_filter(Control::MOUSE_FILTER_IGNORE);
- #endif
- panel->add_child(state_container);
- state_label = memnew(Label());
- state_container->add_child(state_label);
- state_label->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
- state_label->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
- state_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD);
- state_label->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
- _update_debugger_buttons();
- p_debugger->connect("session_started", callable_mp(this, &GameView::_sessions_changed));
- p_debugger->connect("session_stopped", callable_mp(this, &GameView::_sessions_changed));
- p_wrapper->set_override_close_request(true);
- p_wrapper->connect("window_close_requested", callable_mp(this, &GameView::_window_close_request));
- p_wrapper->connect("window_size_changed", callable_mp(this, &GameView::_update_floating_window_settings));
- EditorDebuggerNode::get_singleton()->connect("breaked", callable_mp(this, &GameView::_debugger_breaked));
- EditorFeatureProfileManager::get_singleton()->connect("current_feature_profile_changed", callable_mp(this, &GameView::_feature_profile_changed));
- }
- ///////
- void GameViewPluginBase::selected_notify() {
- if (_is_window_wrapper_enabled()) {
- #ifdef ANDROID_ENABLED
- notify_main_screen_changed(get_plugin_name());
- #else
- window_wrapper->grab_window_focus();
- #endif // ANDROID_ENABLED
- _focus_another_editor();
- }
- }
- #ifndef ANDROID_ENABLED
- void GameViewPluginBase::make_visible(bool p_visible) {
- if (p_visible) {
- window_wrapper->show();
- } else {
- window_wrapper->hide();
- }
- }
- void GameViewPluginBase::set_window_layout(Ref<ConfigFile> p_layout) {
- game_view->set_window_layout(p_layout);
- }
- void GameViewPluginBase::get_window_layout(Ref<ConfigFile> p_layout) {
- game_view->get_window_layout(p_layout);
- }
- void GameViewPluginBase::setup(Ref<GameViewDebugger> p_debugger, EmbeddedProcessBase *p_embedded_process) {
- debugger = p_debugger;
- window_wrapper = memnew(WindowWrapper);
- window_wrapper->set_window_title(vformat(TTR("%s - Godot Engine"), TTR("Game Workspace")));
- window_wrapper->set_margins_enabled(true);
- game_view = memnew(GameView(debugger, p_embedded_process, window_wrapper));
- game_view->set_v_size_flags(Control::SIZE_EXPAND_FILL);
- window_wrapper->set_wrapped_control(game_view, nullptr);
- EditorNode::get_singleton()->get_editor_main_screen()->get_control()->add_child(window_wrapper);
- window_wrapper->set_v_size_flags(Control::SIZE_EXPAND_FILL);
- window_wrapper->hide();
- window_wrapper->connect("window_visibility_changed", callable_mp(this, &GameViewPlugin::_focus_another_editor).unbind(1));
- }
- #endif // ANDROID_ENABLED
- void GameViewPluginBase::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_ENTER_TREE: {
- add_debugger_plugin(debugger);
- connect("main_screen_changed", callable_mp(this, &GameViewPluginBase::_save_last_editor));
- } break;
- case NOTIFICATION_EXIT_TREE: {
- remove_debugger_plugin(debugger);
- disconnect("main_screen_changed", callable_mp(this, &GameViewPluginBase::_save_last_editor));
- } break;
- }
- }
- void GameViewPluginBase::_save_last_editor(const String &p_editor) {
- if (p_editor != get_plugin_name()) {
- last_editor = p_editor;
- }
- }
- void GameViewPluginBase::_focus_another_editor() {
- if (_is_window_wrapper_enabled()) {
- if (last_editor.is_empty()) {
- EditorNode::get_singleton()->get_editor_main_screen()->select(EditorMainScreen::EDITOR_2D);
- } else {
- EditorInterface::get_singleton()->set_main_screen_editor(last_editor);
- }
- }
- }
- bool GameViewPluginBase::_is_window_wrapper_enabled() const {
- #ifdef ANDROID_ENABLED
- return true;
- #else
- return window_wrapper->get_window_enabled();
- #endif // ANDROID_ENABLED
- }
- GameViewPluginBase::GameViewPluginBase() {
- }
- GameViewPlugin::GameViewPlugin() :
- GameViewPluginBase() {
- #ifndef ANDROID_ENABLED
- Ref<GameViewDebugger> game_view_debugger;
- game_view_debugger.instantiate();
- EmbeddedProcess *embedded_process = memnew(EmbeddedProcess);
- setup(game_view_debugger, embedded_process);
- #endif
- }
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